feat(teleport B): PhysicsEngine.IsLandblockTerrainResident worldReady query
Adds a high-16-bit-prefix landblock residency check used as the teleport worldReady gate — true once the destination landblock's terrain+cells have been registered via AddLandblock, regardless of whether the caller passes a canonical (0xFFFF), cell-resolved, or bare landblock id. Two TDD tests confirm: false before registration, true after, and that a cell-resolved id on the same landblock returns true. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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@ -31,6 +31,20 @@ public sealed class PhysicsEngine
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/// <summary>Number of registered landblocks (diagnostic).</summary>
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public int LandblockCount => _landblocks.Count;
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/// <summary>
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/// True once the landblock covering <paramref name="cellOrLandblockId"/> has had its
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/// terrain + cells registered via <see cref="AddLandblock"/>. Accepts a canonical
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/// (0xFFFF) id, a cell-resolved id, or a bare landblock id — compares on the high 16
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/// bits. This is the teleport "worldReady" gate (the destination is grounded).
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/// </summary>
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public bool IsLandblockTerrainResident(uint cellOrLandblockId)
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{
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uint prefix = cellOrLandblockId & 0xFFFF0000u;
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foreach (var key in _landblocks.Keys)
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if ((key & 0xFFFF0000u) == prefix) return true;
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return false;
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}
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/// <summary>
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/// Cell-based spatial index for static object collision.
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/// Populated during landblock streaming; queried by the Transition system.
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